Blink Strike seems pretty powerful, and should be an upgrade over MoC and LR in most situations, though it will be one of those that will behave funny somewhere with "enough" haste/crit to generate "Wild hunt" attacks every so often, lowering the total attacks and such becoming a loss. One thing is certain, BS will be better for mastery heavy builds - it essentially buffs mastery by 50% for basic attacks, or at least 30% (if not more) in general for BM.

Nooska wrote:Blink Strike seems pretty powerful, and should be an upgrade over MoC and LR in most situations, though it will be one of those that will behave funny somewhere with "enough" haste/crit to generate "Wild hunt" attacks every so often, lowering the total attacks and such becoming a loss. One thing is certain, BS will be better for mastery heavy builds - it essentially buffs mastery by 50% for basic attacks, or at least 30% (if not more) in general for BM.

But it will also free up some GCDs.

Amirya wrote:... because everyone needs a Catagonskin rug.

twinkfist wrote:i feel bad for the Mogu...having to deal with alcoholic bears.

And right after making all tanks somewhat usefull in pvp with the resilience change,they go around making them crap again

Picking up the Alliance or Horde flag while in a Rated Battleground now increases damage taken by 50% for characters in a tanking specialization, and increases damage taken by 20% for characters in a non-tanking specialization.

Other changes from yesterday

-DruidSavage Roar now increases physical damage done by 40%, up from 30%.

-Hunter Aspect of the Hawk now increases ranged attack power by 25%, up from 15%.

Aspect of the Iron Hawk now increases ranged attack power by 25%, up from 15%. Binding Shot is no longer a talent and learned by Marksmanship Hunters at level 30. Blink Strike has been renamed Blink Strikes and turned into a passive ability. The pet's Basic Attacks deal 50% increased damage, can now be used from 30 yards away, and will instantly cause the pet to teleport behind their target. Intimidation is now a level-30 talent available to all Hunter specializations and no longer learned by Beast Mastery Hunters at level 20.

Beast Mastery Beast Cleave now deals 75% of the original damage, up from 50%.

Marksmanship Bombardment now increases the damage of Multi-Shot by 60%, up from 30%.

-Mages

Arcane Explosion now deals 40% more damage. Blizzard now deals 40% more damage. Dalaran Brilliance had its mana cost reduced to 1%, down from 4%. Flamestrike now deals 100% more initial damage. Periodic damage remains unchanged. Teleport: Vale of Eternal Blossoms and Portal: Vale of Eternal Blossoms now have new icons.

Living Bomb's periodic damage has been increased by 121%. Its explosion damage has been reduced by 78%, but now scales with additional periodic ticks added by haste, and hits all nearby targets (up from 3).

-Monks

Rising Sun Kick now causes all targets within 8 yards to take an increased 20% damage from the Monk's abilities, up from 10%.

-Paladin

Mastery: Illuminated Healing now places an absorb shield for 10% of the amount healed, down from 12%. Daybreak is now a stackable effect with a duration of 10 seconds, stacks up to 2 times, and causes the next Holy Shock to also heal other allies within 10 yards of the target for an amount equal to 75%/150% of the original healing done.

Retribution Sword of Light now increases damage with two-handed melee weapons by 30%, up from 15%.

Tier-14 Holy Paladin 4-piece set bonus now reduces the cooldown of Holy Shock by 1 second, down from 2 seconds.

-Priest

Borrowed Time now reduces the cast or channel time of the next Priest spell by 15% after casting Power Word: Shield (was 15% spell haste).

-Rogue

Shuriken Toss now deals 100% more damage in the initial ranged attack, damage is no longer doubled when used on targets farther than 10 yards away, and energy cost has been increased to 40 energy, up from 20.

Glyph of Cheap Shot now increases the duration of Cheap Shot by 0.5 second, down from 1 second. Glyph of Garrote now increases the duration of Garrote's silence effect by 1 second, down from 1.5 seconds.

-Shaman

Enhancement Feral Spirit's summoned Spirit Wolves are now immune to root and snare effects. Lava Lash now deals 300% weapons damage, up from 250%. Mental Quickness now converts 65% of the Shaman's attack power to spell power, up from 55%. Stormstrike now deals 450% weapon damage, up from 375%.

-Warlock

Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 100% of the summoning Warlock's health, and 100% of their resilience. Health Funnel now causes the Soulburn portion of the spell to increase healing generated from Health Funnel by 140% instead of instantly restoring 36% health.

Glyph of Siphon Life has been redesigned. Glyph of Siphon Life now heals the Warlock for 0.5% of their maximum health when Corruption or Immolate deal periodic damage.

Affliction Haunt now refunds a Soul Shard when it is dispelled.

Destruction Fire and Brimstone no longer requires a Burning Ember to cast. Instead, the spell causes Immolate, Incinerate, Conflagrate, and Curse spells to consume a Burning Ember when cast, and the effect remains active as long as the Warlock has at least 1 Burning Ember remaining.

-Warrior

Enraged Regeneration no longer costs rage to use, instantly heals the Warrior for 5% of their total health, and healing an additional 5% over 5 seconds. Using the ability while Enraged doubles the healing effects to 10% of the Warrior's total health and an additional 10% over 5 seconds.Second Wind no longer generates rage when the Warrior is struck by a Stun or Immobilize effect.

Arms and Fury Warriors receive a passive ability that enables them to generate rage when struck by a Stun or Immobilize effect at level 56.

Shield Wall's cooldown has been reduced to 3 minutes, down from 5 minutes.Spell Reflection is no longer consumed by spells from player pets and guardians.

Bastion of Defense now reduces the cooldown of Shield Wall by 1 minute, down from a 3-minute reduction. For Protection Warriors, this results in no net change to Shield Wall's cooldown.Shield Slam now receives a 50% bonus to attack damage from attack power (down from 100%) for Warriors below level 85.

theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.

Kai wrote:So their solution to T15 non-heroic set pieces being terrible for holy paladins due to the T15 set bonus being worth #$^# all compared to the T14 set bonus is ... to nerf the T14 set bonus? sweet.

Saw that conversation on Twitter the other day. Someone was arguing about how they'd never want to give up the T14 bonus for T15 gear because it was more powerful and fun in comparison. GC responded that they were happy with the T15 gear, but that the guy had convinced them to nerf the T14.

Kai wrote:So their solution to T15 non-heroic set pieces being terrible for holy paladins due to the T15 set bonus being worth #$^# all compared to the T14 set bonus is ... to nerf the T14 set bonus? sweet.

Saw that conversation on Twitter the other day. Someone was arguing about how they'd never want to give up the T14 bonus for T15 gear because it was more powerful and fun in comparison. GC responded that they were happy with the T15 gear, but that the guy had convinced them to nerf the T14.

Maybe they should think why people would prefer T14 over T15 in the first place

@holinka on twitter, public facing PvP developer who was "hero" and slowly turning into "villain", mentioned that it was basically only a 25% increase so wasn't sure. Sounds like they're just bypassing the stacking part and bringing tanks back a bit.

We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.

Question - Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.

Answer - The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.

Seriosly,this time he just sounds stupid.

"The only reason to have a tank in pvp is to carry a flag,so we are making it so that other specs are as viable as they are"

And i'd like to ask him if going in pvp knowing you'll be completly useless is intended to be superultrafunfun...

Question - A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?

Answer - There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.

Just fix (or to say it better un-fix) Alterac Valley and remove EotS from this universe and all is well

with the new role queuing system that is inc, i say make so you can be a tank in pvp, but only on the big BGs (AV and IoC) where a tank is actually useful beyond flag carrying

Brekkie:Tanks are like shitty DPS. And healers are like REALLY distracted DPSAmirya:Why yes, your penis is longer than his because you hit 30k dps in the first 10 seconds. But guess what? That raid boss has a dick bigger than your ego. Flex:I don't make mistakes. I execute carefully planned strategic group wipes.Levie:(in /g) It's weird, I have a collar and I dont know where I got it from, Worgen are kinky!Levie:Drunk Lev goes and does what he pleases just to annoy sober Lev.Sagara:You see, you need to *spread* the bun before you insert the hot dog.

I'd be fine with losing a tank's extra survivability in PvP if it meant I could keep my control abilities and do not-terrible damage. I play Prot pvp because I find the spec fun, not because it's got high survivability (the survivability is worthless when you can't kill your opponent, and you die quick enough anyway without a healer). I'd easily accept them doing something like make Sanctuary (and other class equivalent passives) only work on NPC damage, if it meant that prot became balanceable in PvP.

KysenMurrin wrote:I'd be fine with losing a tank's extra survivability in PvP if it meant I could keep my control abilities and do not-terrible damage. I play Prot pvp because I find the spec fun, not because it's got high survivability (the survivability is worthless when you can't kill your opponent, and you die quick enough anyway without a healer). I'd easily accept them doing something like make Sanctuary (and other class equivalent passives) only work on NPC damage, if it meant that prot became balanceable in PvP.

maybe then we (non-DK/monk tanks) could do decent damage outside of raid boss/trash pack tanking?